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Titlebook: Infrastructure in Video Games; Daniel Punday Book 2024 The Editor(s) (if applicable) and The Author(s), under exclusive license to Springe

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發(fā)表于 2025-3-21 18:30:44 | 只看該作者 |倒序瀏覽 |閱讀模式
書目名稱Infrastructure in Video Games
編輯Daniel Punday
視頻videohttp://file.papertrans.cn/477/476125/476125.mp4
概述Seeks to fill in a gap in research on narrative and infrastructure.Contributes to the expanding study of the relationship between cultural products, and social and digital infrastructure.Emphasizes th
圖書封面Titlebook: Infrastructure in Video Games;  Daniel Punday Book 2024 The Editor(s) (if applicable) and The Author(s), under exclusive license to Springe
描述.This book will sketch the dynamics of infrastructure in video games, focusing on the relationship between game rules, fictional world, and player interaction. It will discuss a variety of commercial video games, both mainstream and somewhat niche, that use infrastructure in different ways: .Control., .Wolfenstein., .Fallout., .This War of Mine., .Exocolonist., .Cyberpunk., and .Frostpunk....Video games offer a particularly rich field for thinking about the relationship between narrative and infrastructure. The infrastructures that exist in the fictional worlds of these games define the experience of play in a very direct way: how players are instantiated in the game, how they move around the play space, the resources that are available, and so on. And those infrastructures in turn very directly definite the nature of the fictional world. In contrast to literary fiction, were infrastructures might remain on the periphery of some stories, by virtue of the centrality of player interaction video games are inherently infrastructural...?.
出版日期Book 2024
關鍵詞video games; narrative theory; digital media; infrastructure; Theorizing infrastructure; commercial video
版次1
doihttps://doi.org/10.1007/978-3-031-72092-5
isbn_softcover978-3-031-72094-9
isbn_ebook978-3-031-72092-5
copyrightThe Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
The information of publication is updating

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發(fā)表于 2025-3-21 22:36:01 | 只看該作者
Daniel Pundayividuals and cultures. As contemporary philosopher, Michael Gardiner, stated, the disintegration of the cultural and ideological homogeneity characteristic of modernity has resulted in a relativizing of moral discourses, and a concomitant proliferation of values, lifestyles and worldviews.
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發(fā)表于 2025-3-22 03:44:07 | 只看該作者
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發(fā)表于 2025-3-22 10:44:55 | 只看該作者
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發(fā)表于 2025-3-22 16:35:37 | 只看該作者
Daniel Pundaydemic strategy, emphasizing individuals’ right to freedom as a central aspect of the common good that the strategy should protect. However, as the case of Sweden suggests, a pandemic strategy might be utility-based and permissive at one and the same time. Moreover, its very permissiveness makes the
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發(fā)表于 2025-3-22 19:27:03 | 只看該作者
Daniel Pundayication, but also, more importantly where pandemics are concerned, determining whether they support . decision making and . processes of justification. Having highlighted the problems with merely furnishing ethical guidelines with . ethical content in terms of principles and values, we argue that or
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發(fā)表于 2025-3-22 23:44:54 | 只看該作者
nal world. In contrast to literary fiction, were infrastructures might remain on the periphery of some stories, by virtue of the centrality of player interaction video games are inherently infrastructural...?.978-3-031-72094-9978-3-031-72092-5
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發(fā)表于 2025-3-23 03:44:34 | 只看該作者
Avatars and Governmentality, policy, helps to illuminate a wide variety of games. Of particular interest in this chapter is the game ., which strikes a fascinating balance between embodiment in the game world, the construction of a player career, and civilization-defining “governmental” policies that impact the eventual shape
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發(fā)表于 2025-3-23 09:20:55 | 只看該作者
Maintenance and Scarcity,path. The issue of scarcity has wide application to some of the most basic features of game design, like the “skill tree” that many games depend on to shape player customization. The scarcity of “points” available to put into the game determines the limits on player design; this chapter connects thi
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